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Equipment

Weapons

Ranged Weapons

Type Damage Ranges Clip Init Str Size Availability Tags Example
Pistol, light 2 20/40/80 500 0 2 1 2 Q-7
Pistol, heavy 4 35/70/140 500 -2 3 1 2 SE-14C
Assault Rifle 6 150/300/600 500 -3 3 3 3 Assault DC-15A/S E-11 DLT-19
Rifle 8 300/600/1200 50 -5 2 2 3 T21
Laser-Crossbow 8 150/300/600 1 -4 3 2 3 Chewbacca's Crossbow

Damage: Indicates the number of bonus successes added to a successful attack. Firearms deal lethal damage against ordinary people. The type of damage may vary against supernatural opponents.
Ranges: The listed numbers a short/medium/long ranges in yards. Attacks at medium range suffer a -1 penalty. Attacks at long range suffer a -2 penalty.
Clip: The number of rounds a gun can hold. A “+1” indicates that a bullet can be held in the chamber, ready to fire.
Initiative: The penalty taken to Initiative when wielding the gun.
Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength suffers a -1 penalty on attack rolls.
Size: 1 = Can be fired one-handed; 2 = Must be fired two-handed and can be hidden in a coat; 3 = Can be fired two-handed but not hidden on one's person
Availability: The cost in Resources dots or level of Social Merit needed to acquire the weapon.
Tags:
- Assault: The weapon is capable of autofire, including short bursts, medium bursts, and long bursts. - Piercing: For each level of piercing ignore 1/1 Armor

Melee Weapons

Type Damage Init Strength Size Availability Tags
Knife 0 0 1 1 1
Vibroknife 2 -1 1 1 2
Vibrosword 4 -2 2 2 2
Lightsaber 8 -1 1 1 5 melting

tags: - melting: exactly what you'd expect

Explosives

Type Damage Init Blast Area Force Strength Size Tags
Standard Thermaldetonator +2 0 10 3 2 1 Knockdown, Stun
Molotov +1 -2 3 2 2 1 Incendiary
Stun +0 0 5 2 2 1 Knockdown, Stun
Smoke Bomb +0 10 - 2 1 Concealment
Thermite +3 5 4 2 1 AP 8, Incendiary

Armor

Type Rating Strength Defense Speed Availability Coverage
Bes'kar Armor light 5/10 3 -1 0 5, unless mando Torso, arms, legs partially
Bes'kar Armor heavy 10/15 4 -3 -2 5, unless mando Torso, arms, legs fully

Rating: Armor provides protection against normal attacks and Firearms attacks. The number before the slash is for general
armor, while the number after the slash is for ballistic armor.
Strength: If your character's Strength is lower than that required for her armor, reduce her Brawl and Weaponry dice pools by 1.
Defense: The penalty imposed on your character's Defense when wearing the armor.
Speed: The penalty to your character's Speed for the armor worn.
Availability: The cost in Resources dots or level of Social Merit needed to acquire the armor.
Coverage: The areas of a character protected by the armor. Unless an attacker targets a specific unarmored location (“Specified Targets”, above), the armor's protection applies. Wearing a helmet increases the armor's coverage to include a head)

Mental Equipment

Comlink: +2 on coordinated efforts when in contact with team